bevy_render/batching/
no_gpu_preprocessing.rsuse bevy_derive::{Deref, DerefMut};
use bevy_ecs::system::{Res, ResMut, Resource, StaticSystemParam};
use smallvec::{smallvec, SmallVec};
use wgpu::BindingResource;
use crate::{
render_phase::{
BinnedPhaseItem, BinnedRenderPhaseBatch, CachedRenderPipelinePhaseItem,
PhaseItemExtraIndex, SortedPhaseItem, ViewBinnedRenderPhases, ViewSortedRenderPhases,
},
render_resource::{GpuArrayBuffer, GpuArrayBufferable},
renderer::{RenderDevice, RenderQueue},
};
use super::{GetBatchData, GetFullBatchData};
#[derive(Resource, Deref, DerefMut)]
pub struct BatchedInstanceBuffer<BD>(pub GpuArrayBuffer<BD>)
where
BD: GpuArrayBufferable + Sync + Send + 'static;
impl<BD> BatchedInstanceBuffer<BD>
where
BD: GpuArrayBufferable + Sync + Send + 'static,
{
pub fn new(render_device: &RenderDevice) -> Self {
BatchedInstanceBuffer(GpuArrayBuffer::new(render_device))
}
pub fn instance_data_binding(&self) -> Option<BindingResource> {
self.binding()
}
}
pub fn clear_batched_cpu_instance_buffers<GBD>(
cpu_batched_instance_buffer: Option<ResMut<BatchedInstanceBuffer<GBD::BufferData>>>,
) where
GBD: GetBatchData,
{
if let Some(mut cpu_batched_instance_buffer) = cpu_batched_instance_buffer {
cpu_batched_instance_buffer.clear();
}
}
pub fn batch_and_prepare_sorted_render_phase<I, GBD>(
batched_instance_buffer: ResMut<BatchedInstanceBuffer<GBD::BufferData>>,
mut phases: ResMut<ViewSortedRenderPhases<I>>,
param: StaticSystemParam<GBD::Param>,
) where
I: CachedRenderPipelinePhaseItem + SortedPhaseItem,
GBD: GetBatchData,
{
let system_param_item = param.into_inner();
let batched_instance_buffer = batched_instance_buffer.into_inner();
for phase in phases.values_mut() {
super::batch_and_prepare_sorted_render_phase::<I, GBD>(phase, |item| {
let (buffer_data, compare_data) =
GBD::get_batch_data(&system_param_item, (item.entity(), item.main_entity()))?;
let buffer_index = batched_instance_buffer.push(buffer_data);
let index = buffer_index.index;
let (batch_range, extra_index) = item.batch_range_and_extra_index_mut();
*batch_range = index..index + 1;
*extra_index = PhaseItemExtraIndex::maybe_dynamic_offset(buffer_index.dynamic_offset);
compare_data
});
}
}
pub fn batch_and_prepare_binned_render_phase<BPI, GFBD>(
gpu_array_buffer: ResMut<BatchedInstanceBuffer<GFBD::BufferData>>,
mut phases: ResMut<ViewBinnedRenderPhases<BPI>>,
param: StaticSystemParam<GFBD::Param>,
) where
BPI: BinnedPhaseItem,
GFBD: GetFullBatchData,
{
let gpu_array_buffer = gpu_array_buffer.into_inner();
let system_param_item = param.into_inner();
for phase in phases.values_mut() {
for key in &phase.batchable_mesh_keys {
let mut batch_set: SmallVec<[BinnedRenderPhaseBatch; 1]> = smallvec![];
for &(entity, main_entity) in &phase.batchable_mesh_values[key] {
let Some(buffer_data) =
GFBD::get_binned_batch_data(&system_param_item, (entity, main_entity))
else {
continue;
};
let instance = gpu_array_buffer.push(buffer_data);
if !batch_set.last().is_some_and(|batch| {
batch.instance_range.end == instance.index
&& batch.extra_index
== PhaseItemExtraIndex::maybe_dynamic_offset(instance.dynamic_offset)
}) {
batch_set.push(BinnedRenderPhaseBatch {
representative_entity: (entity, main_entity),
instance_range: instance.index..instance.index,
extra_index: PhaseItemExtraIndex::maybe_dynamic_offset(
instance.dynamic_offset,
),
});
}
if let Some(batch) = batch_set.last_mut() {
batch.instance_range.end = instance.index + 1;
}
}
phase.batch_sets.push(batch_set);
}
for key in &phase.unbatchable_mesh_keys {
let unbatchables = phase.unbatchable_mesh_values.get_mut(key).unwrap();
for &entity in &unbatchables.entities {
let Some(buffer_data) = GFBD::get_binned_batch_data(&system_param_item, entity)
else {
continue;
};
let instance = gpu_array_buffer.push(buffer_data);
unbatchables.buffer_indices.add(instance.into());
}
}
}
}
pub fn write_batched_instance_buffer<GBD>(
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut cpu_batched_instance_buffer: ResMut<BatchedInstanceBuffer<GBD::BufferData>>,
) where
GBD: GetBatchData,
{
cpu_batched_instance_buffer.write_buffer(&render_device, &render_queue);
}